Plan for Peter Khojasteh
by Peter Kojesta · 11/22/2004 (3:53 pm) · 24 comments
Some teams work together and notice that as time goes by, people slowly drift away from the project, or get tired of working on it. I'm quite happy to say the exact opposite is the case for the Exileworks team. As each week goes by, we are more and more excited to be working with each other and on the Poacher Project. This .plan is a basic update of what we've been doing these last few weeks.
First and foremost is the technology update. Our lead Programmer has created reflective water surfaces that display a host of properties found in more mainstream engines. The image below was taken in our Congo level, and as you can see, the water fully reflects the environment. The great thing about the method created to do the water is that it does not have a performance hit.

Justin Boswell has created some rather impressive code to handle our vehicle classes. The last few weeks have seen an amazing improvement in our helicopters. The heli's now have a very powerful control scheme that allows us to give each vehicle its own distinct personality. I've included some screenshots of a few of the vehicles we have been working on. I should note that the actual game has many more. More choppers, More trucks, underwater craft, ships, and an ATV. Many of these are player controllable and if you're able to steal from the wardens, you could get your hands on some powerful military tech.
An Mi-28 Havok in flight:

An Mi-28 Havok at rest:

An Mi-24 Hind at rest:

An Oh-6 LittleBird at rest:

here is a lightweight cargo truck, its excellent for quick traval in the African plains. The vehicle physics are greatly improved as well. We've been working to give them a sense of power and control. The vehicles play a vital role in Poacher, so its been a priority for us to develop them properly.

Below you will find a few of the weapons we have in Poacher. The game has too many weapons for me to post screenshots of, so I've included a few of my favorites. You will find that its important to master your weapons as you play Poacher, each weapon has its own use. Its also important to know what weapons can be useful in which situations.





lastly, I've included a few animal renders. As you may know, Poacher has underwater locations/environments as well. The Dolphin is just one of many underwater creatures you'll find in Poacher. The dogs are used by the wardens. Rather than explain how that works out I'll just say, see it in the game.



the greatest thing about this project is the people I get to work with. I love doing art , Nick loves doing levels, and our coders love to code. We all work together very well, and I am happy to be working on this project with them.
First and foremost is the technology update. Our lead Programmer has created reflective water surfaces that display a host of properties found in more mainstream engines. The image below was taken in our Congo level, and as you can see, the water fully reflects the environment. The great thing about the method created to do the water is that it does not have a performance hit.

Justin Boswell has created some rather impressive code to handle our vehicle classes. The last few weeks have seen an amazing improvement in our helicopters. The heli's now have a very powerful control scheme that allows us to give each vehicle its own distinct personality. I've included some screenshots of a few of the vehicles we have been working on. I should note that the actual game has many more. More choppers, More trucks, underwater craft, ships, and an ATV. Many of these are player controllable and if you're able to steal from the wardens, you could get your hands on some powerful military tech.
An Mi-28 Havok in flight:

An Mi-28 Havok at rest:

An Mi-24 Hind at rest:

An Oh-6 LittleBird at rest:

here is a lightweight cargo truck, its excellent for quick traval in the African plains. The vehicle physics are greatly improved as well. We've been working to give them a sense of power and control. The vehicles play a vital role in Poacher, so its been a priority for us to develop them properly.

Below you will find a few of the weapons we have in Poacher. The game has too many weapons for me to post screenshots of, so I've included a few of my favorites. You will find that its important to master your weapons as you play Poacher, each weapon has its own use. Its also important to know what weapons can be useful in which situations.





lastly, I've included a few animal renders. As you may know, Poacher has underwater locations/environments as well. The Dolphin is just one of many underwater creatures you'll find in Poacher. The dogs are used by the wardens. Rather than explain how that works out I'll just say, see it in the game.



the greatest thing about this project is the people I get to work with. I love doing art , Nick loves doing levels, and our coders love to code. We all work together very well, and I am happy to be working on this project with them.
About the author
#22
Mow down the animals with a minigun or maul the poachers with a tiger. Neat.
11/30/2004 (12:55 am)
Haha, actually, doing something with that last idea might please everyone ;)Mow down the animals with a minigun or maul the poachers with a tiger. Neat.
#23
12/15/2004 (10:06 am)
Yet another great update from the poacher team. :)
#24
01/09/2005 (8:00 pm)
Great Work! I can't wait to buy this one! 
Paul Kreemer